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+/*
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+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#include "Sprite.h"
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+#include "Quaternion.h"
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+#include "LuaStack.h"
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+#include "LuaEnvironment.h"
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+
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+namespace crown
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+{
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_local_position(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+
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+ stack.push_vector3(sprite->local_position());
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+
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+ return 1;
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+}
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_local_rotation(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+
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+ stack.push_quaternion(sprite->local_rotation());
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+
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+ return 1;
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+}
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_local_pose(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+
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+ stack.push_matrix4x4(sprite->local_pose());
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+
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+ return 1;
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+}
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_set_local_position(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+ Vector3 pos = stack.get_vector3(2);
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+
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+ sprite->set_local_position(pos);
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+
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+ return 0;
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+}
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_set_local_rotation(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+ Quaternion rot = stack.get_quaternion(2);
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+
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+ sprite->set_local_rotation(pos);
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+
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+ return 0;
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+}
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+
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int sprite_set_local_pose(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Sprite* sprite = stack.get_sprite(1);
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+ Matrix4x4 pose = stack.get_matrix4x4(2);
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+
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+ sprite->set_local_pose(pose);
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+
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+ return 0;
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+}
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+//-----------------------------------------------------------------------------
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+void load_mesh(LuaEnvironment& env)
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+{
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+ env.load_module_function("Sprite", "local_position", sprite_local_position);
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+ env.load_module_function("Sprite", "local_rotation", sprite_local_rotation);
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+ env.load_module_function("Sprite", "local_pose", sprite_local_pose);
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+ env.load_module_function("Sprite", "set_local_position", sprite_set_local_position);
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+ env.load_module_function("Sprite", "set_local_rotation", sprite_set_local_rotation);
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+ env.load_module_function("Sprite", "set_local_pose", sprite_set_local_pose);
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+}
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+
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+} // namespace crown
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